theradicalchild: (Nihon Falcom Color Square)
The Legend of Heroes: Trails in the Sky the 3rd

Ad Caelum per Aspera

When Xseed translated and released the first installment of The Legend of Heroes: Trails in the Sky trilogy, developed by Nihon Falcom, my expectations were not high since it was a franchise alien to me. However, I enjoyed it to the point of playing its direct sequel, which would take years to translate. Unfortunately, given the extensive gap between localizations, I didn’t get around to the third and final entry of the trilogy, The Legend of Heroes: Trails in the Sky the 3rd, until the turn of the decade, and I would discover later they would connect with the Trails of Cold Steel games, a few of which I had experienced in the interim, leading me to replay the larger Trails series from scratch.

3rd follows Septian Church agent Kevin Graham, spirited to an otherworldly dimension alongside characters from the previous two games that come into the otherworld throughout the third entry, with different kinds of ethereal doors allowing players to view intricate backstory, unlocked by having certain characters in the party or fulfilling certain conditions. Given my experience with the first two entries, the structure of the third game was a nice break, with excellent worldbuilding and resolution overall. However, players must have paid close attention to the preceding two games’ narratives, preferably experienced immediately beforehand, to make total sense of the plot.

As with its precursors, Xseed did a good job with the translation, rife with legible dialogue free of spelling and grammatical errors, although akin to most Japanese RPGs, odd onomatopoeia abounds, alongside occasional anachronisms such as calling a day of the week “Friday” in a game devoid of Norse mythology, and some unusual names for characters such as Logic.

With maybe a few exceptions (such as new turn effect panels), 3rd is mechanically like the first two games, with an initial choice of difficulty and the ability to import data from the preceding titles. Enemies are visible to encounter in the various areas of the otherworld, contact dictating how battles begin. Characters can wear different kinds of Orbments to use Arts, execute limit breaks called Crafts when accumulating enough points, and so on. The same positives and negatives recur, but like the first and second chapters, the turbo mode makes things go by swifter, and levels rise fast, accounting for enjoyable gameplay.

Control also remains solid, with the ability to save mostly anywhere (except in battle) returning, alongside the turbo mode that can make cutscenes and nonbattle gameplay transpire more quickly, the easy menus, the clear direction, unproblematic shopping, maps for most areas, and the like. The only real issues include some unskippable text and the need at one point to play the Steam Deck portably to select menu options, incidentally, at the same place in a revisited map. Still, 3rd interacts well with players.

All part of the job, indeed.
You won't see much Bracer Guild action in 3rd.

Though part of a trilogy, 3rd features plenty of original music from the Falcom sound team, all sounding superb. However, there are occasional silent moments, and mileage may vary as to the quality of the voicework in battle, which players can luckily toggle off.

The visuals remain largely unchanged from the first and second games, inheriting most negatives and positives. The former includes the scenery textures seeming blurry at points and mileage varying about the chibi character sprites. The good aspects include the stellar-looking cel-shaded FMVs, the battle effects, fluid animation, the pretty environments, the cool three-dimensional effects, and so forth, which still make the game look nice even today.

The conclusion will last players for around as long as its precursors, especially if they utilize the turbo mode, somewhere from twenty-four to forty-eight hours, with plenty to boost playtime, including unlocking all the otherworld’s backstory-revealing doors and unlocking every Steam Achievement. A New Game+, as in the first and second entries, becomes available upon finishing a playthrough, with the adjustable difficulty and dialogue variations dependent upon whom the player has in their active party bolstering lasting appeal.

Ultimately, I don’t regret the time I spent with the Trails in the Sky trilogy, with my accidental discovery when replaying the first game of the turbo mode making the games go by quicker and enhancing their enjoyability, particularly regarding the game mechanics. The control remains solid, particularly with the ability to record progress anywhere outside battle and make most cutscenes fly by with the mentioned turbo mode. While the narrative of the trilogy in its third installment takes different turns, it culminates, alongside great audiovisual presentation, in a satisfying conclusion that makes me more than willing to play the Crossbell and Erebonia subseries of the Trails franchise, and I can’t recommend the Liberl plot arc of the Trails in the Sky games enough.

This review is based on a single playthrough of a digital copy purchased by the reviewer, downloaded to his Steam Deck, played on a television through the Steam Deck's dock, played on the Easy difficulty setting, and with 10/26 Achievements unlocked.


Score Breakdown
The Good The Bad
  • Turbo mode makes gameplay go by quickly.
  • Excellent narrative and worldbuilding.
  • Great audiovisual presentation.
  • A lot of unskippable text.
  • Change in narrative structure feels abrupt.
  • Some stylistic issues with the translation.
The Bottom Line
A great conclusion to the Trails in the Sky trilogy.
Platform Steam
Game Mechanics 9.5/10
Control 9.5/10
Story 9.5/10
Localization 8.5/10
Aurals 9.5/10
Visuals 9.0/10
Lasting Appeal 10/10
Difficulty Adjustable
Playtime 24-48 Hours
Overall: 9.5/10
theradicalchild: (Nihon Falcom Color Square)


Organization XX

While the first installment of Japanese developer Nihon Falcom’s The Legend of Heroes: Trails in the Sky trilogy originally release in Japan in 2004, it would not see foreign release until the turn of the decade, due to the time necessary for North American video game publisher Xseed Games to localize the massive script. Direct sequel The Legend of Heroes: Trails in the Sky SC took just about as long to localize due to its own massive script, releasing in English in 2015, and providing an experience on par with its predecessor, which can be good or bad depending upon how well you liked the inaugural entry.

SC continues the first game’s plot, chapter based as well, with protagonist Estelle’s adoptive brother Joshua having disappeared, a new enemy arising in the form of the organization Ouroboros and its numbered Enforcers. The sequel tells its plot nicely, and akin to its precursor sports superb worldbuilding, with most characters having good backstory, Estelle getting her share and Joshua even more, along with a few twists, surprises, and plenty politicking and military engagements, although there is occasional deus ex machina. The translation doesn’t detract at all, despite some minor stylistic choices on part of the localizers.

The second game largely retains its predecessor’s mechanics, with an initial choice of difficulty alongside the ability to import clear data from the first game so that players can carry over character stats. Enemies are visible on fields between towns and in dungeons, with some orbment crystals able to cause the player’s visible party to pass through them or more greatly call their attention. In-battle gameplay, except for the ability to chain CP-consuming Crafts, mostly remains unchanged, alongside the tactics-style grid battlefield and movement on part of both the player’s characters and the enemy. The same issues from the first game return such as the inability to defend and reduce damage and the wildly varying cast times of EP-consuming Arts, but battles remain enjoyable.


Kevin executing a deadly prank on Agate.

Control does as well, with the ability to save mostly anywhere, except in battle, returning, alongside the turbo mode that can make the gameplay without and within battle go by much more quickly, the easy menus, the clear direction, unproblematic shopping, maps for most area, and the like, with the only real issue, at least when playing on the Steam Deck, being the need to play portably given one minor glitch involving the inability to use the controller for one menu option late-game. Otherwise, SC interfaces very well with players.

Aside from reusing much of its predecessor’s music, SC’s soundtrack largely shines, with many new tracks thrown into the mix, and the voices existing solely in battle fit the characters; if players find them annoying, they can mercifully turn them off.

The visuals are also largely the same, not a bad thing, especially with a Steam update somewhat smoothing out the texturing, although there are points where they remain blurry and pixilated, alongside reskinned enemies and the chibi character sprites. However, there are plenty positives such as the stellar-looking cel-shaded FMVs, the battle effects, the pretty environments, the cool three-dimensional effects, and so forth, that still make the game look nice even today.


The detail of things such as trailing dust when running is amazing.

The sequel, finally, is about as long as its predecessor, especially if players utilize its turbo mode, although acquiring every achievement and completing every sidequest can really prolong playtime, as can the replay mode. While most players will want to move on to the third and final game in the trilogy, having different characters in your party at certain times can account for dialogue variations, and thus there can exist minor differences in the narrative.

In the end, The Legend of Heroes: Trails in the Sky SC is a solid continuation of its predecessor, given its solid tactical battle system, tight control, excellent narrative with a superb localization effort, an enjoyable soundtrack, and nice visuals. I’ll admit that when I first played the first game and its sequel a few years afterward in the past decade, I didn’t fully appreciate them despite enjoying them, although experiencing them together within a year or so helped me like them more, and my discovery midway through playing the inaugural entry of the turbo mode helped. Those who liked the original game will likely enjoy the second chapter, and I very much look forward to experiencing the third and final entry for the first time.

This review is based on a playthrough of a digital copy downloaded to the player's Steam Deck with a combination of data from the first game and clear data from a past playthrough, with the game confirmed to work despite the indicator of Incompatability.


Score Breakdown
The Good The Bad
  • Solid battle system with plenty variety.
  • Great control with turbo mode.
  • Excellent narrative with good twists.
  • Superb audiovisual presentation.
  • Plenty lasting appeal.
  • Much music taken from first game.
  • Some minor graphical issues.
  • Most players will want to move on to next game.
The Bottom Line
A superb sequel building on its predecessor.
Platform Steam
Game Mechanics 9.5/10
Control 9.5/10
Story 9.5/10
Localization 9.5/10
Aurals 9.5/10
Visuals 9.0/10
Lasting Appeal 9.5/10
Difficulty Adjustable
Playtime 24-72 Hours
Overall: 9.5/10

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